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Call ProcessFrame on the userOffsetClock after a seek

Without doing this, GameplayClock can be left in an incorrect state after a seek (due to the userOffsetClock being its own FramedClock).
This commit is contained in:
Dean Herbert 2019-04-24 14:01:46 +09:00
parent efaedafc08
commit bb69330e9f

View File

@ -136,6 +136,9 @@ namespace osu.Game.Screens.Play
// remove the offset component here because most of the time we want the seek to be aligned to gameplay, not the audio track.
// we may want to consider reversing the application of offsets in the future as it may feel more correct.
adjustableClock.Seek(time - totalOffset);
// manually process frame to ensure GameplayClock is correctly updated after a seek.
userOffsetClock.ProcessFrame();
}
public void Stop()